mirror of
https://github.com/ClassiCube/ClassiCube.git
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621 lines
22 KiB
C#
621 lines
22 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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#if USE_DX && !ANDROID
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using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Threading;
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using OpenTK;
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using SharpDX;
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using SharpDX.Direct3D9;
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using D3D = SharpDX.Direct3D9;
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using WinWindowInfo = OpenTK.Platform.Windows.WinWindowInfo;
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namespace ClassicalSharp.GraphicsAPI {
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/// <summary> Implements IGraphicsAPI using Direct3D 9. </summary>
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public class Direct3D9Api : IGraphicsApi {
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Device device;
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Direct3D d3d;
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Capabilities caps;
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const int texBufferSize = 512, iBufferSize = 32, vBufferSize = 2048;
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D3D.Texture[] textures = new D3D.Texture[texBufferSize];
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DataBuffer[] vBuffers = new DataBuffer[vBufferSize];
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DynamicDataBuffer[] dynamicvBuffers = new DynamicDataBuffer[iBufferSize];
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DataBuffer[] iBuffers = new DataBuffer[iBufferSize];
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MatrixStack viewStack, projStack, texStack, curStack;
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PrimitiveType[] modeMappings;
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Format[] depthFormats, viewFormats;
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Format depthFormat, viewFormat;
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CreateFlags createFlags = CreateFlags.HardwareVertexProcessing;
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public Direct3D9Api( Game game ) {
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MinZNear = 0.05f;
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IntPtr windowHandle = ((WinWindowInfo)game.window.WindowInfo).WindowHandle;
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d3d = new Direct3D();
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int adapter = d3d.Adapters[0].Adapter;
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InitFields();
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FindCompatibleFormat( adapter );
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PresentParameters args = GetPresentArgs( 640, 480 );
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try {
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device = d3d.CreateDevice( adapter, DeviceType.Hardware, windowHandle, createFlags, args );
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} catch( SharpDXException ) {
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createFlags = CreateFlags.MixedVertexProcessing;
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try {
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device = d3d.CreateDevice( adapter, DeviceType.Hardware, windowHandle, createFlags, args );
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} catch ( SharpDXException ) {
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createFlags = CreateFlags.SoftwareVertexProcessing;
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device = d3d.CreateDevice( adapter, DeviceType.Hardware, windowHandle, createFlags, args );
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}
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}
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caps = device.Capabilities;
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viewStack = new MatrixStack( 32, device, TransformState.View );
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projStack = new MatrixStack( 4, device, TransformState.Projection );
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texStack = new MatrixStack( 4, device, TransformState.Texture0 );
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SetDefaultRenderStates();
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InitDynamicBuffers();
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}
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void FindCompatibleFormat( int adapter ) {
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for( int i = 0; i < viewFormats.Length; i++ ) {
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viewFormat = viewFormats[i];
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if( d3d.CheckDeviceType( adapter, DeviceType.Hardware, viewFormat, viewFormat, true ) ) break;
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if( i == viewFormats.Length - 1 )
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throw new InvalidOperationException( "Unable to create a back buffer with sufficient precision." );
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}
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for( int i = 0; i < depthFormats.Length; i++ ) {
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depthFormat = depthFormats[i];
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if( d3d.CheckDepthStencilMatch( adapter, DeviceType.Hardware, viewFormat, viewFormat, depthFormat ) ) break;
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if( i == depthFormats.Length - 1 )
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throw new InvalidOperationException( "Unable to create a depth buffer with sufficient precision." );
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}
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}
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bool alphaTest, alphaBlend;
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public override bool AlphaTest {
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set { if( value == alphaTest ) return;
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alphaTest = value; device.SetRenderState( RenderState.AlphaTestEnable, value );
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}
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}
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public override bool AlphaBlending {
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set { if( value == alphaBlend ) return;
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alphaBlend = value; device.SetRenderState( RenderState.AlphaBlendEnable, value );
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}
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}
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Compare[] compareFuncs;
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Compare alphaTestFunc;
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int alphaTestRef;
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public override void AlphaTestFunc( CompareFunc func, float value ) {
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alphaTestFunc = compareFuncs[(int)func];
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device.SetRenderState( RenderState.AlphaFunc, (int)alphaTestFunc );
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alphaTestRef = (int)( value * 255 );
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device.SetRenderState( RenderState.AlphaRef, alphaTestRef );
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}
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Blend[] blendFuncs;
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Blend srcBlendFunc, dstBlendFunc;
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public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ) {
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srcBlendFunc = blendFuncs[(int)srcFunc];
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dstBlendFunc = blendFuncs[(int)dstFunc];
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device.SetRenderState( RenderState.SourceBlend, (int)srcBlendFunc );
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device.SetRenderState( RenderState.DestinationBlend, (int)dstBlendFunc );
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}
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bool fogEnable;
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public override bool Fog {
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set { if( value == fogEnable ) return;
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fogEnable = value; device.SetRenderState( RenderState.FogEnable, value );
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}
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}
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int fogCol;
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public override void SetFogColour( FastColour col ) {
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fogCol = col.ToArgb();
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device.SetRenderState( RenderState.FogColor, fogCol );
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}
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float fogDensity = -1, fogStart = -1, fogEnd = -1;
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public override void SetFogDensity( float value ) {
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if( value == fogDensity ) return;
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fogDensity = value;
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device.SetRenderState( RenderState.FogDensity, value );
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}
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public override void SetFogStart( float value ) {
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device.SetRenderState( RenderState.FogStart, value );
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}
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public override void SetFogEnd( float value ) {
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if( value == fogEnd ) return;
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fogEnd = value;
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device.SetRenderState( RenderState.FogEnd, value );
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}
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FogMode[] modes;
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FogMode fogTableMode;
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public override void SetFogMode( Fog fogMode ) {
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FogMode newMode = modes[(int)fogMode];
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if( newMode == fogTableMode ) return;
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fogTableMode = newMode;
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device.SetRenderState( RenderState.FogTableMode, (int)fogTableMode );
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}
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public override bool FaceCulling {
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set {
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Cull mode = value ? Cull.Clockwise : Cull.None;
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device.SetRenderState( RenderState.CullMode, (int)mode );
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}
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}
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public override int MaxTextureDimensions {
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get { return Math.Min( caps.MaxTextureHeight, caps.MaxTextureWidth ); }
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}
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public override bool Texturing {
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set { if( !value ) device.SetTexture( 0, null ); }
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}
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public override int CreateTexture( int width, int height, IntPtr scan0 ) {
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D3D.Texture texture = device.CreateTexture( width, height, 0, Usage.None, Format.A8R8G8B8, Pool.Managed );
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texture.SetData( 0, LockFlags.None, scan0, width * height * 4 );
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return GetOrExpand( ref textures, texture, texBufferSize );
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}
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public override void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ) {
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D3D.Texture texture = textures[texId];
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texture.SetPartData( 0, LockFlags.None, part.Scan0, texX, texY, part.Width, part.Height );
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}
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public override void BindTexture( int texId ) {
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device.SetTexture( 0, textures[texId] );
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}
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public override void DeleteTexture( ref int texId ) {
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Delete( textures, texId );
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texId = -1;
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}
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int lastClearCol;
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public override void Clear() {
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device.Clear( ClearFlags.Target | ClearFlags.ZBuffer, lastClearCol, 1f, 0 );
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}
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public override void ClearColour( FastColour col ) {
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lastClearCol = col.ToArgb();
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}
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public override bool ColourWrite {
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set { device.SetRenderState( RenderState.ColorWriteEnable, value ? 0xF : 0x0 ); }
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}
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Compare depthTestFunc;
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public override void DepthTestFunc( CompareFunc func ) {
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depthTestFunc = compareFuncs[(int)func];
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device.SetRenderState( RenderState.ZFunc, (int)depthTestFunc );
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}
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bool depthTest, depthWrite;
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public override bool DepthTest {
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set { depthTest = value; device.SetRenderState( RenderState.ZEnable, value ); }
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}
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public override bool DepthWrite {
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set { depthWrite = value; device.SetRenderState( RenderState.ZWriteEnable, value ); }
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}
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public override bool AlphaArgBlend {
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set {
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TextureOp op = value ? TextureOp.Modulate : TextureOp.SelectArg1;
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device.SetTextureStageState( 0, TextureStage.AlphaOperation, (int)op );
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}
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}
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#region Vertex buffers
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public override int CreateDynamicVb( VertexFormat format, int maxVertices ) {
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int size = maxVertices * strideSizes[(int)format];
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DynamicDataBuffer buffer = device.CreateDynamicVertexBuffer( size, formatMapping[(int)format] );
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buffer.Format = formatMapping[(int)format];
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buffer.MaxSize = size;
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return GetOrExpand( ref dynamicvBuffers, buffer, iBufferSize );
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}
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public override void UpdateDynamicVb<T>( DrawMode mode, int vb, T[] vertices, int count ) {
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int size = count * batchStride;
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DataBuffer buffer = dynamicvBuffers[vb];
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buffer.SetData( vertices, size, LockFlags.Discard );
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device.SetStreamSource( 0, buffer, 0, batchStride );
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device.DrawPrimitives( modeMappings[(int)mode], 0, NumPrimitives( count, mode ) );
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}
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public override void UpdateDynamicIndexedVb<T>( DrawMode mode, int vb, T[] vertices, int vCount, int indicesCount ) {
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int size = vCount * batchStride;
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DataBuffer buffer = dynamicvBuffers[vb];
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buffer.SetData( vertices, size, LockFlags.Discard );
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device.SetStreamSource( 0, buffer, 0, batchStride );
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device.DrawIndexedPrimitives( modeMappings[(int)mode], 0, 0, indicesCount / 6 * 4, 0, NumPrimitives( indicesCount, mode ) );
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}
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public override void SetDynamicVbData<T>( DrawMode mode, int vb, T[] vertices, int count ) {
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int size = count * batchStride;
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DataBuffer buffer = dynamicvBuffers[vb];
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buffer.SetData( vertices, size, LockFlags.Discard );
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device.SetStreamSource( 0, buffer, 0, batchStride );
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}
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public override void DeleteDynamicVb( int id ) {
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Delete( dynamicvBuffers, id );
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}
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D3D.VertexFormat[] formatMapping;
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public override int CreateVb<T>( T[] vertices, VertexFormat format, int count ) {
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int size = count * strideSizes[(int)format];
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DataBuffer buffer = device.CreateVertexBuffer( size, Usage.None, formatMapping[(int)format], Pool.Managed );
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buffer.SetData( vertices, size, LockFlags.None );
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return GetOrExpand( ref vBuffers, buffer, vBufferSize );
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}
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public override int CreateVb( IntPtr vertices, VertexFormat format, int count ) {
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int size = count * strideSizes[(int)format];
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DataBuffer buffer = device.CreateVertexBuffer( size, Usage.None, formatMapping[(int)format], Pool.Managed );
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buffer.SetData( vertices, size, LockFlags.None );
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return GetOrExpand( ref vBuffers, buffer, vBufferSize );
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}
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public unsafe override int CreateIb( ushort[] indices, int indicesCount ) {
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int size = indicesCount * sizeof( ushort );
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DataBuffer buffer = device.CreateIndexBuffer( size, Usage.None, Format.Index16, Pool.Managed );
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buffer.SetData( indices, size, LockFlags.None );
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return GetOrExpand( ref iBuffers, buffer, iBufferSize );
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}
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public override int CreateIb( IntPtr indices, int indicesCount ) {
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int size = indicesCount * sizeof( ushort );
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DataBuffer buffer = device.CreateIndexBuffer( size, Usage.None, Format.Index16, Pool.Managed );
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buffer.SetData( indices, size, LockFlags.None );
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return GetOrExpand( ref iBuffers, buffer, iBufferSize );
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}
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public override void DeleteVb( int vb ) {
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Delete( vBuffers, vb );
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}
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public override void DeleteIb( int ib ) {
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Delete( iBuffers, ib );
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}
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int batchStride;
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public override void SetBatchFormat( VertexFormat format ) {
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device.SetVertexFormat( formatMapping[(int)format] );
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batchStride = strideSizes[(int)format];
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}
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public override void BindVb( int vb ) {
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device.SetStreamSource( 0, vBuffers[vb], 0, batchStride );
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}
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public override void BindIb( int ib ) {
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device.SetIndices( iBuffers[ib] );
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}
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public override void DrawVb( DrawMode mode, int startVertex, int verticesCount ) {
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device.DrawPrimitives( modeMappings[(int)mode], startVertex, NumPrimitives( verticesCount, mode ) );
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}
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public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ) {
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device.DrawIndexedPrimitives( modeMappings[(int)mode], 0, startIndex / 6 * 4,
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indicesCount / 6 * 4, startIndex, NumPrimitives( indicesCount, mode ) );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
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device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, startIndex / 6 * 4,
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indicesCount / 6 * 4, startIndex, indicesCount / 3 );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
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device.DrawIndexedPrimitives( PrimitiveType.TriangleList, startVertex, 0,
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indicesCount / 6 * 4, startIndex, indicesCount / 3 );
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}
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#endregion
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#region Matrix manipulation
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public override void SetMatrixMode( MatrixType mode ) {
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if( mode == MatrixType.Modelview ) {
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curStack = viewStack;
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} else if( mode == MatrixType.Projection ) {
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curStack = projStack;
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} else if( mode == MatrixType.Texture ) {
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curStack = texStack;
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}
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}
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public unsafe override void LoadMatrix( ref Matrix4 matrix ) {
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if( curStack == texStack ) {
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matrix.M31 = matrix.M41; // NOTE: this hack fixes the texture movements.
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device.SetTextureStageState( 0, TextureStage.TextureTransformFlags, (int)TextureTransform.Count2 );
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}
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curStack.SetTop( ref matrix );
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}
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Matrix4 identity = Matrix4.Identity;
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public override void LoadIdentityMatrix() {
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if( curStack == texStack ) {
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device.SetTextureStageState( 0, TextureStage.TextureTransformFlags, (int)TextureTransform.Disable );
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}
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curStack.SetTop( ref identity );
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}
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public override void PushMatrix() {
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curStack.Push();
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}
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public override void PopMatrix() {
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curStack.Pop();
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}
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public unsafe override void MultiplyMatrix( ref Matrix4 matrix ) {
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curStack.MultiplyTop( ref matrix );
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}
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class MatrixStack
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{
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Matrix4[] stack;
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int stackIndex;
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Device device;
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TransformState matrixType;
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public MatrixStack( int capacity, Device device, TransformState matrixType ) {
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stack = new Matrix4[capacity];
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stack[0] = Matrix4.Identity;
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this.device = device;
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this.matrixType = matrixType;
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}
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public void Push() {
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stack[stackIndex + 1] = stack[stackIndex]; // mimic GL behaviour
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stackIndex++; // exact same, we don't need to update DirectX state.
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}
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public void SetTop( ref Matrix4 matrix ) {
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stack[stackIndex] = matrix;
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device.SetTransform( matrixType, ref stack[stackIndex] );
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}
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public void MultiplyTop( ref Matrix4 matrix ) {
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stack[stackIndex] = matrix * stack[stackIndex];
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device.SetTransform( matrixType, ref stack[stackIndex] );
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}
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public void Pop() {
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stackIndex--;
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device.SetTransform( matrixType, ref stack[stackIndex] );
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}
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}
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#endregion
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public override void BeginFrame( Game game ) {
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device.BeginScene();
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}
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public override void EndFrame( Game game ) {
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device.EndScene();
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int code = device.Present();
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if( code >= 0 ) return;
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if( (uint)code != (uint)Direct3DError.DeviceLost )
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throw new SharpDXException( code );
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// TODO: Make sure this actually works on all graphics cards.
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Utils.LogDebug( "Lost Direct3D device." );
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LoopUntilRetrieved();
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RecreateDevice( game );
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}
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void LoopUntilRetrieved() {
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while( true ) {
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Thread.Sleep( 50 );
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uint code = (uint)device.TestCooperativeLevel();
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if( (uint)code == (uint)Direct3DError.DeviceNotReset ) {
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Utils.LogDebug( "Retrieved Direct3D device again." );
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return;
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}
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LostContextFunction( 1 / 20.0 );
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}
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}
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bool vsync = false;
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public override void SetVSync( Game game, bool value ) {
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vsync = value;
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game.VSync = value;
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RecreateDevice( game );
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}
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public override void OnWindowResize( Game game ) {
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RecreateDevice( game );
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}
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void RecreateDevice( Game game ) {
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PresentParameters args = GetPresentArgs( game.Width, game.Height );
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for( int i = 0; i < dynamicvBuffers.Length; i++ ) {
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DynamicDataBuffer buffer = dynamicvBuffers[i];
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if( buffer != null ) {
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buffer.Dispose();
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}
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}
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while( (uint)device.Reset( args ) == (uint)Direct3DError.DeviceLost )
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LoopUntilRetrieved();
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SetDefaultRenderStates();
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RestoreRenderStates();
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for( int i = 0; i < dynamicvBuffers.Length; i++ ) {
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DynamicDataBuffer buffer = dynamicvBuffers[i];
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if( buffer != null ) {
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dynamicvBuffers[i] = device.CreateDynamicVertexBuffer( buffer.MaxSize, buffer.Format );
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dynamicvBuffers[i].Format = buffer.Format;
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dynamicvBuffers[i].MaxSize = buffer.MaxSize;
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buffer = dynamicvBuffers[i];
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}
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}
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}
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void SetDefaultRenderStates() {
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device.SetRenderState( RenderState.FillMode, (int)FillMode.Solid );
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FaceCulling = false;
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device.SetRenderState( RenderState.ColorVertex, false );
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device.SetRenderState( RenderState.Lighting, false );
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device.SetRenderState( RenderState.SpecularEnable, false );
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device.SetRenderState( RenderState.LocalViewer, false );
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device.SetRenderState( RenderState.DebugMonitorToken, false );
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}
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void RestoreRenderStates() {
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device.SetRenderState( RenderState.AlphaTestEnable, alphaTest );
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device.SetRenderState( RenderState.AlphaBlendEnable, alphaBlend );
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device.SetRenderState( RenderState.AlphaFunc, (int)alphaTestFunc );
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device.SetRenderState( RenderState.AlphaRef, alphaTestRef );
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device.SetRenderState( RenderState.SourceBlend, (int)srcBlendFunc );
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device.SetRenderState( RenderState.DestinationBlend, (int)dstBlendFunc );
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device.SetRenderState( RenderState.FogEnable, fogEnable );
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device.SetRenderState( RenderState.FogColor, fogCol );
|
|
device.SetRenderState( RenderState.FogDensity, fogDensity );
|
|
device.SetRenderState( RenderState.FogStart, fogStart );
|
|
device.SetRenderState( RenderState.FogEnd, fogEnd );
|
|
device.SetRenderState( RenderState.FogTableMode, (int)fogTableMode );
|
|
device.SetRenderState( RenderState.ZFunc, (int)depthTestFunc );
|
|
device.SetRenderState( RenderState.ZEnable, depthTest );
|
|
device.SetRenderState( RenderState.ZWriteEnable, depthWrite );
|
|
}
|
|
|
|
PresentParameters GetPresentArgs( int width, int height ) {
|
|
PresentParameters args = new PresentParameters();
|
|
args.AutoDepthStencilFormat = depthFormat;
|
|
args.BackBufferWidth = width;
|
|
args.BackBufferHeight = height;
|
|
args.BackBufferFormat = viewFormat;
|
|
args.BackBufferCount = 1;
|
|
args.EnableAutoDepthStencil = true;
|
|
args.PresentationInterval = vsync ? PresentInterval.One : PresentInterval.Immediate;
|
|
args.SwapEffect = SwapEffect.Discard;
|
|
args.Windowed = true;
|
|
return args;
|
|
}
|
|
|
|
static int GetOrExpand<T>( ref T[] array, T value, int expSize ) {
|
|
// Find first free slot
|
|
for( int i = 1; i < array.Length; i++ ) {
|
|
if( array[i] == null ) {
|
|
array[i] = value;
|
|
return i;
|
|
}
|
|
}
|
|
// Otherwise resize and add more elements
|
|
int oldLength = array.Length;
|
|
Array.Resize( ref array, array.Length + expSize );
|
|
array[oldLength] = value;
|
|
return oldLength;
|
|
}
|
|
|
|
static void Delete<T>( T[] array, int id ) where T : class, IDisposable {
|
|
if( id <= 0 || id >= array.Length ) return;
|
|
|
|
T value = array[id];
|
|
if( value != null ) {
|
|
value.Dispose();
|
|
}
|
|
array[id] = null;
|
|
}
|
|
|
|
static int NumPrimitives( int vertices, DrawMode mode ) {
|
|
return mode == DrawMode.Triangles ? vertices / 3 : vertices / 2;
|
|
}
|
|
|
|
protected unsafe override void LoadOrthoMatrix( float width, float height ) {
|
|
Matrix4 matrix = Matrix4.CreateOrthographicOffCenter( 0, width, height, 0, -10000, 10000 );
|
|
const float zN = -10000, zF = 10000;
|
|
matrix.M33 = 1 / (zN - zF);
|
|
matrix.M43 = zN / (zN - zF);
|
|
matrix.M44 = 1;
|
|
curStack.SetTop( ref matrix );
|
|
}
|
|
|
|
public override void Dispose() {
|
|
base.Dispose();
|
|
device.Dispose();
|
|
d3d.Dispose();
|
|
}
|
|
|
|
protected override void MakeApiInfo() {
|
|
string adapter = d3d.Adapters[0].Details.Description;
|
|
float texMem = (uint)device.AvailableTextureMemory / 1024f / 1024f;
|
|
|
|
ApiInfo = new string[] {
|
|
"-- Using Direct3D9 api --",
|
|
"Adapter: " + adapter,
|
|
"Mode: " + createFlags,
|
|
"Texture memory: " + texMem + " MB",
|
|
"Max 2D texture dimensions: " + MaxTextureDimensions,
|
|
"Depth buffer format: " + depthFormat,
|
|
"Back buffer format: " + viewFormat,
|
|
};
|
|
}
|
|
|
|
public override void TakeScreenshot( string output, int width, int height ) {
|
|
using( Surface backbuffer = device.GetBackBuffer( 0, 0, BackBufferType.Mono ),
|
|
tempSurface = device.CreateOffscreenPlainSurface( width, height, Format.X8R8G8B8, Pool.SystemMemory ) ) {
|
|
// For DX 8 use IDirect3DDevice8::CreateImageSurface
|
|
device.GetRenderTargetData( backbuffer, tempSurface );
|
|
LockedRectangle rect = tempSurface.LockRectangle( LockFlags.ReadOnly | LockFlags.NoDirtyUpdate );
|
|
|
|
using( Bitmap bmp = new Bitmap( width, height, width * sizeof(int),
|
|
PixelFormat.Format32bppRgb, rect.DataPointer ) ) {
|
|
bmp.Save( output, ImageFormat.Png );
|
|
}
|
|
tempSurface.UnlockRectangle();
|
|
}
|
|
}
|
|
|
|
void InitFields() {
|
|
// See comment in Game() constructor for why this is necessary.
|
|
modeMappings = new PrimitiveType[2];
|
|
modeMappings[0] = PrimitiveType.TriangleList; modeMappings[1] = PrimitiveType.LineList;
|
|
depthFormats = new Format[6];
|
|
depthFormats[0] = Format.D32; depthFormats[1] = Format.D24X8; depthFormats[2] = Format.D24S8;
|
|
depthFormats[3] = Format.D24X4S4; depthFormats[4] = Format.D16; depthFormats[5] = Format.D15S1;
|
|
viewFormats = new Format[4];
|
|
viewFormats[0] = Format.X8R8G8B8; viewFormats[1] = Format.R8G8B8;
|
|
viewFormats[2] = Format.R5G6B5; viewFormats[3] = Format.X1R5G5B5;
|
|
|
|
blendFuncs = new Blend[6];
|
|
blendFuncs[0] = Blend.Zero; blendFuncs[1] = Blend.One; blendFuncs[2] = Blend.SourceAlpha;
|
|
blendFuncs[3] = Blend.InverseSourceAlpha; blendFuncs[4] = Blend.DestinationAlpha;
|
|
blendFuncs[5] = Blend.InverseDestinationAlpha;
|
|
compareFuncs = new Compare[8];
|
|
compareFuncs[0] = Compare.Always; compareFuncs[1] = Compare.NotEqual; compareFuncs[2] = Compare.Never;
|
|
compareFuncs[3] = Compare.Less; compareFuncs[4] = Compare.LessEqual; compareFuncs[5] = Compare.Equal;
|
|
compareFuncs[6] = Compare.GreaterEqual; compareFuncs[7] = Compare.Greater;
|
|
|
|
formatMapping = new D3D.VertexFormat[2];
|
|
formatMapping[0] = D3D.VertexFormat.Position | D3D.VertexFormat.Diffuse;
|
|
formatMapping[1] = D3D.VertexFormat.Position | D3D.VertexFormat.Texture2 | D3D.VertexFormat.Diffuse;
|
|
modes = new FogMode[3];
|
|
modes[0] = FogMode.Linear; modes[1] = FogMode.Exponential; modes[2] = FogMode.ExponentialSquared;
|
|
}
|
|
}
|
|
}
|
|
#endif |